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Messages - Jules

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41
Existing Games / Re: Overwatch
« on: May 06, 2016, 05:20:10 PM »
I'm really digging the beta.

Just about every character is fun to play and unique

42
Discussion / Re: Robot Arena 3!
« on: May 05, 2016, 05:12:55 PM »
Realistic deformation, including actually deforming the colliders is not very difficult in Unity.

Let's hope this game sells well and they get more fund / time to work on a sequel!

43
Discussion / Re: Robot Arena 3!
« on: May 05, 2016, 12:34:18 AM »
This honestly ruined my night.

Looks pretty cruddy.
 - 4x wall of spikes (I mean, look at the concept art. They know what bots are supposed to look like...)
 - That spinning disc collision
 - Big pop-up numbers
 - That flipper that seems to fly off for no good reason
 
Those are the best action shots they could find to give us?

Blaahhhh.
I'm still purchasing it day one. I will try to be optimistic.

44
Game Development / Re: Robot Combat prototype in progress
« on: November 08, 2015, 05:20:13 PM »
Just found this..

Did a match or two. You put a lot of work into this, it is really cool!

Thanks. I haven't done much work on it for the past few months, but I definitely plan on returning to the game over winter break.

I don't even have any room to hook up my desktop in my dorm :/

Either way, I've hit a road block in the robot saving department.

There's a 20$ plug in I may buy that should do the trick and allow the user to easily save robots to a file, but I dont want to dish out the money unless a few people are interested in the game.

45
Game Development / Re: Robot Combat prototype in progress
« on: August 25, 2015, 04:28:01 PM »
https://docs.google.com/uc?authuser=0&id=0B7sbSbDkL4j9cVBNRk03NFI5Z2M&export=download

I actually switched my focus today to work on the in game editor.
I made a lot of progress and already have the ability to save bots and then load them into fights. I also ran into a big speedbump so it's not ready to be played around with yet.

For this build all I have done is allowed for the robots to be picked and fixed the flippers springyness on it's default position (not it's fired position yet)
I'm waiting to tweak the numbers on durability etc. because what I really need to do is overhaul how damage is calculated.

Avalanche, I built this as 86x so it should work if that was the issue. If not, I will post it somewhere to be played in browser.

46
Game Development / Re: Robot Combat prototype in progress
« on: August 25, 2015, 11:21:53 AM »
Hmm... That's strange. I'm actually running on a 64 bit machine. Are you actually getting to the screen that asks for your resolution or no?
EDIT - I read that wrong. Sorry. That could be it actually. I was having an issue with a plug-in running on 86x.

I should be able to post an identical web player version of the build today anyways.

Yes, there will definitely be support for more than 1 v 1. The issue right now is most non-gaming-keyboards only accept like 3 keys input at once or whatever, so until I've got AI up and running that's kind of on the back burner.

I also plan on whipping up controller support just how it works in RA2 (which I used to have a lot of fun with)
I'd move that up on my to do list if anyone was hoping to use it to play local MP.

47
Game Development / Re: Robot Combat prototype in progress
« on: August 25, 2015, 02:49:32 AM »
Thanks for the feedback, I appreciate it. I'm doing this for fun but I do like knowing that some people are getting some enjoyment out of it.

I'm probably going to be releasing an update everyday until Saturday when I start school. I really want to get a decent sound system in by then.

I'll still work on it after that, but progress will just slow down considerably.
I'm a computer science / game design double major though, so if anything, it will help the game in the long run haha.

I've got it set up to allow bot selection and arena selection, so that, along with some number tweaking should be uploaded tomorrow. (25th)

Hopefully I will have one more playable bot added in, to allow for more than just the current match up and mirror matches.

Yeah, you're right about the quick matches, and the smoke effect.


Nah, I never got those Rhino models working right. They were basically, half inside out, if that makes more sense. They consist of edges that are only viewable from one side, and a lot of the edges are facing inwards towards the center of the models.
(Still probably doesn't make sense haha)

But 3d models of components would be helpful. Motors, discs, whatever...  A Nightmare- esque chassis would be cool. I want to get a vertical spinner in there

48
Game Development / Re: Robot Combat prototype in progress
« on: August 24, 2015, 08:28:19 AM »
Thanks a lot for testing it out and reporting back guys. It truly helps a lot. This build should be much more enjoyable and playable. If you enjoy it, spread the word so I can get some more feedback.
https://docs.google.com/uc?authuser=0&id=0B7sbSbDkL4j9d0pJQm95cEEtVHM&export=download

I let a few completely stupid things through on that build. My bad


- The biggest error thing I let through was that damage calculations were only taking into account linear velocity and not angular velocity as well. It would take a while to explain why that happened, but basically, It was just me making a huge oversight. That has been fixed

- When Cenotaph was flipped over the motor's angular velocity was being tracked as negative, so... whoops, there was indeed no limit. Good catch. That's been fixed

- That effect which looked like the CO2 tank rupturing was actually played when the bot lost. It is supposed to look like electrical failure, like the motherboard frying and releasing smoke. It clearly needs to be worked on a lot.

- Cenotaph and his wheels were indeed indestructible, this has been fixed

- Cenotaph was losing randomly while bumping walls (and the floor... woops.) because I am attempting to implement a system that allows for damage to be caused by collisions with the arena and between bot chassis, as apposed to just predefined weapons / hazards etc. If I can properly implement this system it will...
       - Allow for flippers, rammers, etc. to be more effective without needing to have damaging weapons (Ie, popups in RA2 are generally more effective than pure flippers because of the way it handles damage)
       - Punish 'wild' bots for slamming themselves into the arena after collisions. For example, when Tombstone essentially destroyed itself after that huge hit.

The damage system has been drastically improved since yesterday, but it is nowhere near complete.

Here the things that I remember that have changed for this build.


- Cenotaph
   - is no longer indestructible.
   - has new wheels, which probably make it a little too fast and overpowered right now

- Various durability tweaks
- Damage calculations now take into account linear velocity and angular velocity as they should
- Arena collisions now have a thresh hold for when the damage is applied and a limit to how high the damage can be. (I'm keeping a close eye on these numbers and they will still be tweaked)

- Once a component or the chassis has reached it's damage limit it must still take a hit of a minimum size before it is destroyed.
   - The numbers on this still need to be tweaked
   - I am toying with the idea of giving different components and different chassis armors varying 'final hit' thresholds

- Bots don't instantly lose once the chassis has taken max damage. Basically all of the components fail. (A bot can only lose by coun-tout or ring-out )
- The bots have lost their textures due to a glitch. (They weren't great anyways) They will be back later.

Here are a few issues that I am aware of. They are on my to-do list.
- Motors do not currently get damaged or weaken
- Cenotaph's spinning blade is currently indestructible
- Tires may take damage and even get torn off from skidding on the floor from a bot being thrown horizontally.
- Being struck by Private Pain's flipper causes too much damage.

49
Game Development / Re: Robot Combat prototype in progress
« on: August 23, 2015, 01:31:40 AM »
Here is a half-done demo. Should be easy to extract and run.

https://docs.google.com/uc?authuser=0&id=0B7sbSbDkL4j9REJRWDRiOUIzNFk&export=download



It's a working title. (I don't love it) I'm open to suggestions.

It's windows only.
I should be able to do a Mac build but I would need someone to test for me first.





I was able to get a lot of what I wanted done, but the collision graphics / audio system is not ready yet.
There is a ton that is not finished, but I figured why not.


There is currently--
-No Ai
-No Sound at all
-No Motor weakening / failure
-Only one match-up

Some things to consider--
-The demo only allows 16:9 display ratios because I was having issues with my menus. This will be fixed ASAP
-The spinner bot controls poorly while upside down. I could fix this easily, but I chose to keep it this way for a more even fight between the two bots.
-I am aware that the flipper is springy and doesn't always sit where it should. This will be fixed soon.
-The back of the spinner bot's chassis looks kind of funky. This will also be fixed soon.
-Right now the flipper's wedges tend to get stuck on the ground at certain points, this is intended as a way to balance out wedge bots vs non wedge bots. (let me know what you think)
-Both bots are fairly slow, that is because I need to do some work on my motor scripts before they behave normally at high speeds. (The weapon motor also needs to be tweaked)
-Currently, after a bot has lost, it can still be controlled. This will be fixed soon.
-None of the models / textures are finalized, I am focused more on getting the game play working decently first
-The follow cameras (3 and 4) don't turn to follow the bot. I'm assuming that is something people want?
-Just now, as I posted this build, I noticed a glitch where if the flipper's flipper-thingy gets knocked off but sticks on the chassis it can cause stupid damage to the bot, quickly destroying it. This will be fixed in future builds.

I would love to hear what you guys think. Especially any game breaking bugs etc.


For immobilisation, maybe half the units needed? Slow bots or pinned ones will have a hard time.
Good luck sorting out the traction and joint issues, and the effect system sounds really good.

I'm currently liking it as it is. This prevents a bot with one wheel, for example, from spinning around and staying 'mobile'. I'm going to tweak the system more in the near future. You guys should let me know how you like it currently.
I am toying with the idea of making there be a certain distance between both bots before the countdown starts. In most RL matches that I have seen the countdown starts after one bot has 'backed off'

I am curious if you would be willing to share this project in it's current state, or explain how you went about the weaponry. I previously attempted this in Unity and ran into many issues with the joint system Unity provides. The hinge was never rigid enough to use it for weapons like hammers/flippers. Alternatively, I would certainly be willing to assist you with this project.

As of right now, I'm not willing to share my project. It's my baby...  I don't work too well in a team, and almost zero of my code is commented haha

I would be happy to bring some people on board for textures, models, audio, menus, etc. but for right now I'm keeping the code private.

I've been struggling with the joint system a ton myself. Increasing the physics iteration count and increasing the updates per frame are quick fixes that have helped, but I have also programmed in my own custom joints.

50
Game Development / Re: Robot Combat prototype in progress
« on: August 19, 2015, 11:39:42 AM »
Just a quick update in case anyone is following along-

I haven't been working on the project too much lately cause I've been busy and kind of frustrated with it.

I've run into problems with having a horizontal spinner configured like Tombstone keep traction on it's wheels realistically instead of being spun from the spinners force.
I've also run into joints and connections not being stiff and perfect like they should be (which would obviously be a problem with a rapidly spinning weapon etc.)

Instead of getting stuck on this and not making progress in other areas I've decided that over the next few days I'm going to implement a system that deals with collisions between objects that...

-Plays different sounds and visual effects depending on the materials (IE: Metal hitting lexan will make a different sound than metal hitting metal - which would also create sparks)
-The collision speed will determine the sound played, the volume of the sound, and will change the properties of the visual effect.

51
Game Development / Re: Robot Combat prototype in progress
« on: August 02, 2015, 06:03:15 PM »
I will have it play a sound effect at each tick of the counter with the noise becoming more urgent as it nears zero.
All of the hud and menu graphics are placeholders FYI.

Currently, It just keeps track of how far the bot has moved.
To put it simply, I have it tuned currently so that the bot has to move 1 unit every 20 seconds to be considered active (The timer is only visible once it reaches 10)
This means they must move 1 unit away from an initial point. It can't move back and forth .5 units.

For reference, the cube in this gif which shows off the pit is 1x1x1


52
Game Development / Re: Robot Combat prototype in progress
« on: August 02, 2015, 01:43:22 PM »


Here's a new video that shows off a basic arena with a pit, a bot, and the KO count out system.
It still needs some tweaking, but I can easily modify how far a bot needs to move, and how long it takes for the countdown to appear.

How do you guys feel about having the hud display the bot names and the KO count down? I'm not sure how I feel about it.

53
Game Development / Re: Robot Combat prototype in progress
« on: July 28, 2015, 02:31:51 AM »
Looks cool. Any thoughts on making it open source on github (or similar)? I'm sure quite a few people would be interested in issuing contributions.

Thanks.

I haven't really put much thought into it.
For the next few weeks Im going to have a ton of free time so I will likely be working on it a lot. If a point comes where I don't have time to work on it, I would likely hand it over.

I would gladly accept and inpliment models, textures, menu graphics, sound effects etc, but for the time being at least, I'd prefer to work on the code alone.

54
Game Development / Re: Robot Combat prototype in progress
« on: July 26, 2015, 10:16:30 PM »
Woops. Sorry about that bad link guys.

Clamp Controls-
 if you are pressing a button it is going down up to a certain limit. If the button is let go, it is on it's way back to the start. I could easily change it so that one button brings it down, one button brings it up, and if no buttons are pressed nothing happens. I'm just liking this way for now.

Camera Angles-
For right now, it's just the camera angle that you can see. But given a few hours I am 90% sure I could replicate and implement all of the camera angles seen in RA2. You can see in the gif one I just added (currently the camera angles are only controlled via button in the pause menu)

That Hazard-
It's a flipper! I currently have a trigger zone, if an object enters it, it waits a second and then fires. It then waits a few seconds before returning to it's starting position. See gif!

The Scope-
I think I will make a new post about this in the near future with more detail. I have realistic goals. Everyone loves building bots, but I am focused on fun gameplay for now.
Having said that, I do have some ideas for implementing a building system, and I don't think it is an unrealistic goal or anything like that.

I'd appreciate it if you guys could spread the word. I'd love more opinions and advice!

I would also be willing to do a developer blog type thing where I would share what I am currently working on, go into issues I am experiencing etc if there is enough interest.

For example, tonight, I am about to start working on the count out system and after that, a system that allows for wheels to be damaged and knocked off their axis like what happened in Stinger vs Warhead in episode 3 of this season of BB. (Instead of having the wheels either be okay or completely off)






55
Game Development / Re: Robot Combat prototype in progress
« on: July 25, 2015, 10:54:50 AM »
The ability to do that kind of picking up is really cool, it's a shame to not have that RA2. The way you're constructing the mechaninc sounds good too. And I see you can take components off in this, a big thumbs up from me there.

Can't really pick out anything from that piece of footage that I'd particularly say needs changing, assuming that there was a reason for most of the bots not moving - other than the lack of a Mako-style bot so far :P

Mako will live... soon...
Thanks a ton.

There's no AI yet, all of those bots were just controllable with keyboard controls (aside from the 4 wheeled bot who's motors are set to rotate automatically for now)

Here's a quick MP match I filmed last night. My brother is a germ freak so he had his own keyboard plugged in. It is an old PS/2 connector which seems to have caused glitches in the interpretation of our inputs which is why it probably looks like we are controlling like idiots at certain points. (also, tank controls, which neither of us are too comfortable with)

I'm going to be busy for the next day and a half or so, but once I am free I am going to go all out on getting a playable 1 v 1 demo with one player vs one AI bot in a simple hazard-less arena. The AI bot will likely be a hammer or flipper bot. Any requests for the player bot?


https://www.youtube.com/my_videos?o=U

56
Game Development / Re: Robot Combat prototype in progress
« on: July 25, 2015, 12:23:11 AM »
I decided I would post a few unedited videos to show how the prototype is truly functioning, as opposed to showing just when it works the best.

In this video I tried to illustrate that the spike can 'sink' into certain materials but not others (I haven't assigned every object yet, so not all function as they should)

It's easier for the bot to grab a hold of certain objects with the spike. Heavier objects are harder to hold on to and are much more likely to fall off if they are lifted. The longer any object is attached to the spike, the more likely it is to slide out of the grasp.

This system is nowhere near done, but I am very happy with the progress I made on it just working on it today.

I got held back on a lot of progress today due to a bug that suddenly arose with my spinning motors when the game was built as an .exe which wasn't there while running it in the editor.
You might notice the wheel on the right side of the clamp bot is kind of jumpy / bouncy. I don't know what is causing it. Very frustrating....

I'm probably going to post 2-3 more videos tonight.

Let me know what you all think so far.

https://www.youtube.com/watch?v=FKM6SCdDuzM&feature=youtu.be

57
Game Development / Re: Robot Combat prototype in progress
« on: July 24, 2015, 03:07:19 PM »
This is very cool, Jules.

What have you build this game in?

Thanks brother.

I'm using the Unity3D engine and writing the code in C#.

I think pretty soon I'm going to make a more official topic including a checklist of what I have done so far (some things that may appear easy were super hard and vice versa) , what I think I can get done in the next week or so, what I may be able to get done in a month, and so on.

I also need some type of name before I post any sort of prototype.

58
Game Development / Re: Robot Combat prototype in progress
« on: July 24, 2015, 11:23:34 AM »
Thanks again guys.

I've got a fair amount of work done. I created a way to map the keys to the components in game (Doesn't work perfectly. I want to copy RA2s eventually)

I've also created a crusher type bot, similar to Razer, that can latch onto bots and hold them in place. It works quite well. It is even capable of ripping off tires and lifting them in the air while they are stuck on the spike.

If I get the chance I'll post a minute long game-play montage later on tonight.

59
Game Development / Re: Robot Combat prototype in progress
« on: July 23, 2015, 12:25:04 PM »
I could release a demo now, but I'd rather wait a week or so to get some more systems in.

In the meantime, I'd like to ask you guys a few questions so I can get some opinions on some stuff.

What do you guys want in a damage / scoring system?
       Do you guys want points to accumulate based off of weapon stats and collision speeds? Or keep the damage behind the scenes and simply score off of number of weapon strikes, orrrr... What? I'm open to ideas.

I should be able to create a KO countdown, and also make sure the opponent can't be touching them in order for it to start, to prevent cheap wins.

Should I focus on having components fail realistically, or go the same route as RA2 and have the bots auto-lose after the chassis has taken a certain amount of damage?

What kind of stage hazards do you guys want to see in the demo level? (This question is obviously less important :p but I should he able to implement whatever)

Any other ideas or tips?

I'm starting slow, and I'm not claiming this will ever be a real game, but it will, at the very least, be a fun arena with a few bots.

60
Game Development / Re: Robot Combat prototype in progress
« on: July 22, 2015, 05:21:45 PM »
I have some Rhino models I could shoot you if you wanted em.

Welcome back and nice work!

Thanks.
Sounds good. PM me one or two.

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